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Showing 1 to 15 of 24 results Save | Export
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Rieke Ammoneit; Christoph Reudenbach; Carina Peter – Journal of Geography in Higher Education, 2024
Modeling is a key scientific practice and is usually computer-implemented, but it is challenging to teach because it seems high on presuppositions, for example, coding. This design-based research study presents a geography course offered during the 2019/20 winter semester in computer modeling, with no prior coding knowledge. It was implemented in…
Descriptors: Preservice Teacher Education, Preservice Teachers, Geography, Undergraduate Students
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Çakiroglu, Ünal; Gökoglu, Seyfullah – Journal of Educational Computing Research, 2019
This study suggests a design model for developing virtual reality (VR)-based learning environments which can be used for basic behavioral skills training. VR-Based Fire Safety Training Environment (VR-FST) was designed considering the principles of the persuasive technology. Following the suggested model, VR-FST was setup by integrating…
Descriptors: Computer Uses in Education, Computer Simulation, Interpersonal Communication, Training
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Hung, Hui-Chun; Shwu-Ching Young, Shelley; Lin, Kuo-Chin – Technology, Pedagogy and Education, 2018
Physical education (PE) is an important subject in higher education that specifically targets motor skills in health-enhancing activities. This study aimed to explore how mobile technology could be integrated into a badminton course to enhance learners' motivation and badminton skills. The experiment was conducted in the university badminton…
Descriptors: Racquet Sports, Handheld Devices, Student Motivation, Physical Education
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Challco, Geiser C.; Andrade, Fernando R. H.; Borges, Simone S.; Bittencourt, Ig I.; Isotani, Seiji – Educational Technology & Society, 2016
Flow is the affective state in which a learner is so engaged and involved in an activity that nothing else seems to matter. In this sense, to help students in the skill development and knowledge acquisition (referred to as learners' growth process) under optimal conditions, the instructional designers should create learning scenarios that favor…
Descriptors: Instructional Design, Models, Learning Theories, Student Development
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Masalimova, Alfiya R.; Barinova, Nataliya A. – International Journal of Environmental and Science Education, 2016
The relevance of the present issue is caused by a strong need to conduct monitoring processes in all types of teaching processes and a poor development of theoretical, content and technological, scientific and methodological material for teachers' monitoring skills development during their teaching practice. The aim of the article is to create and…
Descriptors: Skill Development, Models, Progress Monitoring, Pedagogical Content Knowledge
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Pelánek, Radek; Jarušek, Petr – International Journal of Artificial Intelligence in Education, 2015
Student modeling in intelligent tutoring systems is mostly concerned with modeling correctness of students' answers. As interactive problem solving activities become increasingly common in educational systems, it is useful to focus also on timing information associated with problem solving. We argue that the focus on timing is natural for certain…
Descriptors: Intelligent Tutoring Systems, Educational Technology, Interaction, Problem Solving
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Wang, Chia-Sui; Huang, Yong-Ming – Innovations in Education and Teaching International, 2016
Face-to-face computer-supported collaborative learning (CSCL) was used extensively to facilitate learning in classrooms. Cloud services not only allow a single user to edit a document, but they also enable multiple users to simultaneously edit a shared document. However, few researchers have compared student acceptance of such services in…
Descriptors: Cooperative Learning, Computer Uses in Education, Preferences, Social Influences
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Gluga, R.; Kay, J.; Lever, T. – IEEE Transactions on Learning Technologies, 2013
It is important, but very challenging, to design degree programs, so that the sequence of learning activities, topics, and assessments over three to five years give an effective progression in learning of generic skills, discipline-specific learning goals and accreditation competencies. Our CUSP (Course and Unit of Study Portal) system tackles…
Descriptors: College Curriculum, Computer Uses in Education, Educational Objectives, Academic Degrees
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Baker, Ryan S. J. D.; Goldstein, Adam B.; Heffernan, Neil T. – International Journal of Artificial Intelligence in Education, 2011
Intelligent tutors have become increasingly accurate at detecting whether a student knows a skill, or knowledge component (KC), at a given time. However, current student models do not tell us exactly at which point a KC is learned. In this paper, we present a machine-learned model that assesses the probability that a student learned a KC at a…
Descriptors: Intelligent Tutoring Systems, Mastery Learning, Probability, Knowledge Level
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Donovan, Loretta; Green, Tim; Hansen, Laurie E. – Journal of Research on Technology in Education, 2012
This study compares teacher candidates' initial and changed beliefs, dispositions, and uses of technology in two credential program models: a one-to-one laptop program with ubiquitous technology use and a traditional credential program in which students are expected to have specific technology experiences and requirements in each course (a model…
Descriptors: Expertise, Credentials, Models, Educational Technology
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Wood, Robert E.; Beckmann, Jens F.; Birney, Damian P. – Education & Training, 2009
Purpose: The purpose of this paper is to consider how simulations are increasingly used in training programs for the development of skills such as leadership. However, the requirements of leadership development go beyond the development of task specific procedural knowledge or expertise that simulations have typically been used to develop.…
Descriptors: Leadership, Teaching Methods, Computer Simulation, Skill Development
Squire, Kurt D. – Performance Improvement Quarterly, 2008
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Descriptors: Video Games, Models, Educational Change, Interactive Video
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MacDonald, Lucy; Caverly, David C. – Journal of Developmental Education, 2001
Discusses the integration of classes in a generational model for distance education, specifically the G3 model, which focuses on the implementation of a study skills course. Reports that students are presented with online handouts and links to developmental education sites, e-mail and Web-based forums, and audio-video conferences and chat rooms.…
Descriptors: Computer Uses in Education, Distance Education, Educational Technology, Higher Education
Sutphin, Dean – Technological Horizons in Education, 1987
Offers suggestions and a model for implementing an inservice program for teachers on the instructional applications of microcomputers. Reviews the guiding principles of the model and identifies the conceptual understandings, technical skills, and application skills needed by educators for educational computing. (ML)
Descriptors: Computer Literacy, Computer Science Education, Computer Uses in Education, Educational Technology
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Bliss, Joan; Ogborn, Jon; Boohan, Richard; Brosnan, Tim; Mellar, Harvey; Sakonidis, Babis – Journal of Computing in Higher Education, 1999
A project created tasks and tools to investigate quality and nature of 11- to 14-year-old pupils' reasoning with quantitative and qualitative computer-based modeling tools. Tasks and tools were used in two innovative modes of learning: expressive, where pupils created their own models, and exploratory, where pupils investigated an expert's model.…
Descriptors: Classroom Techniques, Computer Uses in Education, Consumer Economics, Educational Technology
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